The Old World: Dark Age of the Empire

Is there any posibility of said to vlad we will open the gate if theybribe us? I mean it already happen once we could just do the same again.
 
Is there any posibility of said to vlad we will open the gate if theybribe us? I mean it already happen once we could just do the same again.

I've added the below option.

[ ] Grease the Wheels
If the Sylvanians are determined to implicate you in their war, they should have the decency to pay. (Receive 15,000 Marks)
 
Adhoc vote count started by Warkeymon on Apr 11, 2024 at 12:32 PM, finished with 61 posts and 22 votes.


Vote Closed
 
Turn 17 - Early 2008IC
Expand the Hammers of Nuln
Target: 121/300
Skill: +30 Martial, +2 Fiorella
Council Effect: +15 Grand Marshal
Other Modifiers: +24 City of Nuln, +20 Armoury of the Empire, +10 The Bismarck Building
Roll Result: 3+101 = 104 Contribution
The Iron Companies are mostly abroad at Kreutzhofen making ready for the oncoming onslaught of the Wood Elves. The Companies have been withdrawn from the Loren Highway proper and ascended back into the Mondidier to the small fort that the Grand Marshal has built as a forward base.

And in the meantime you're left in Nuln with some of his officers responsible for training and recruitment to oversee the effort of expanding the Iron Companies. Some part of you is aware that many of those now being trained and recruited aren't really going to be expanding their Companies, the losses to come in the coming weeks will need replacements, But the Hammers are unlikely to be one such Company.

You've spent most of the Summer out on the Electoral Estate commanding artillerists to fire at flags of varied colours arrayed in different locations and distances from the new Great Cannons and Heavy Guns that the Imperial Gunnery School has produced. The teams are doing... fine. They hit approximately near to the flag you call out most of the time. But there'll be plenty of time for more training before the rest of the Hammers of Nuln return home.
+104 Contribution to Expand the Hammers of Nuln
-2,000 Marks, -500 Food, -400 Materials



Expand the Garrison
Target: 0/300
Skill: +30 Martial, +2 Fiorella
Council Effect: +7 Grand Marshal
Other Modifiers: +24 City of Nuln, +15 Armoury of the Empire
Roll Result: 99+78 = 177 Contribution +1 Crit Success
The Garrison is made up of the minor nobility of Nuln's Altestadt, some legacy families who have served with the Iron Companies for generations, and the sons of village headsmen who made friends with one of the first two quickly. Which means the Garrison is made up of a significant number of Seccessionists.

Some could accuse you of purposefully reaping the ranks of a potentially problematic political faction, certainly the Garrison is notable for being a front-line Company without shields. Others might accuse you of giving the Seccessionists even greater sway over the Iron Companies, after all many officers are known to be members of the faction. You think that means the decision to expand the Garrison with a new cohort is fairly balanced.

Aloïsia Schwarz thinks that it's a great idea for a new generation of Altestadt to sign on for the new cohort. And as such the recruitment process has gone at pace and the training yards are full with potential recruits. So full that you've a few ideas rattling around as you stride through the Militarstutz of the Iron Companies.

[ ] Why One Cohort
When you've got so many eager recruits ready and willing to sign on, why should you turn away so many. You've enough bodies here for a whole new regiment, some five hundred halberdiers.
[ ] A New Iron Company
You're working to expand the Iron Companies across the board, you could feed these eager minor nobles into founding something new however. (Write-In a description of the new Iron Company, gain 1 regiment of manpower to that Company)
[ ] Quality over Quantity
A large number of recruits simply means you can afford to be much more picky. The Garrison isn't simply a State Troop, it is an Iron Company. It is disciplined, it is professional, it is held to Elite Standards. (The Garrison gains Elite Standards, +5 to all rolls in battle)

+177 Contribution to Expand the Garrison
-2,000 Marks, -500 Food, -400 Materials



Expand the Great Company
Target: 0/300
Skill: +30 Martial, +2 Fiorella
Council Effect: +15 Grand Marshal
Other Modifiers: +25 The Wissenland, +20 Armoury of the Empire, -10 Recent Expansion
Roll Result: 45+82 = 127 Contribution
It wasn't so long ago that the Great Company gained two new cohorts. With the Grand Marshal abroad, his influence amongst the Wissenlanders hasn't quite been able to draw in as many fresh recruits and you note that the new cohorts you've begun work on have fewer officers from the Wusterburg Flat. You trust that his new cohorts will serve him well in the Mondidier, reports from Kreutzhofen suggest the Grand Marshal has hunkered down at the mouth of the Highway anticipating imminent battle, but you're quite sure you don't want a Grand Marshal imprinting too much personal loyalty into the Companies.

The Imperial Gunnery School has turned out new Nulner rifles and you've put out the word that men interested in forming two new cohorts of the Great Company should come to Nuln and take up those rifles. The Militartstutz is about as busy as it was before the Iron Companies were shipped out to campaign and you're visiting much more often. The work of the Grand Marshal seemed much easier when it was at arms length, now managing the quartermastering and paykeeping of the undisciplined green recruits and handling disputes between sergeants and captains has become a hands on task.

Fiorella leaves you to play with your boys and toys most days, warfare is not her preferred subject but she visits you in the Militarstutz every so often to remind you to return to the Imperial Palace. The men of the new cohorts seem better behaved in the company of a Princess, snapping out clean salutes and holding to attention rather than fidgetting and bothering their neighbours.
+127 Contribution to Expand the Great Company
-2,000 Marks, -500 Food, -400 Materials



Expand the Elector's Own
Target: 0/300
Skill: +30 Martial, +2 Fiorella
Council Effect: +15 Grand Marshal
Other Modifiers: +26 The Sudenland, +15 Armoury of the Empire, -10 Weak Cavalry Tradition
Roll Result: 43+78 = 121 Contribution
The Elector's Own Lances is an Iron Company that originates on the rolling hills and open grassland of the Sudenland. It descends from the cavalry tradition that Solland once possessed, which itself was borrowed from the Averland. Focusing on light cavalry and speed the Elector's Own can run down other cavalry, unhorsing heavier knights and interdicting flanking movements.

They are the only Iron Company which flies the flags and standards of Solland still, an old privilege owing to the fact the Company is made up almost entirely of Auld Sollanders. Even now, recruiting efforts to expand the Elector's Own focus heavily on the Sudenland. You're planning to found a new Flight for the Company, some thirty riders. Such unit divisions are further signs of the Auld Sollander heritage of the Company rather than using Squads and Cohorts.

The effort has been slow, the Elector's Own is a small Company for a reason, horses are expensive so people with horsemanship experience are few and far between and therefore much more valuable on the farms and pastures of the Sudenland and therefore less attracted to the pay of the Iron Companies.

Fiorella has grown increasingly frustrated by swollen feet and bothersome joints as her pregnancy comes towards its end in the care of matrons who smile at one another whenever Fiorella bemoans her inability to ride. Her husband isn't anywhere as interested in horsemanship, why can't he carry the baby for a bit? You come back from the Sudenland to Castle Liebwitz, where the matrons of Shallya have moved the Princess to ensure she and the baby will be away from Nuln's Summer Stench, on a regular basis unwilling to be caught on the wrong side of the Soll when the baby is born.
+121 Contribution to Expand the Elector's Own
-2,000 Marks, -500 Food, -400 Materials



Kreutzhofen Craneyard
Target: 151/200
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +29 Chamberlain of the Province
Other Modifiers: +15 Jengen Quarry, -20 Trouble With Elves
Roll Result: 68+50 = 118 Complete
The Alimento side of the craneyard has been completed. The dockside has been marked out with the proper place for unloading cranes to drop cargo such that the cranes on the Kreutzhofen side of the craneyard can reach straight down through the tall wells and draw up the cargo. The ceilings of the cavern has been fortified and the well walls have been smoothed and reinforced.

A network of signal flags allow dock workers on both sides to communicate with one another, ensuring that cargo coming down the wells doesn't end up landing atop crates due to be brought up the wells. Meanwhile a chain industry has begun to form in Kreutzhofen, inspecting the crane chains and repairing and maintaining them to ensure that there's never a risk of a chain snapping and heavy pallets of cargo plummetting down through the well to the Alimento dockside.

You're told that due to the weight of the cargo and the height of the wells a single failure of a crane or its chain could result in a truly devastating explosion on the Alimento side and significant innjury or loss of life.
Kreutzhofen Craneyard
-1,000 Marks, -200 Materials
+6 Relationship with Kreutzhofen



Söllhafen
Target: 65/100
Skill: +11 Stewardship, +15 Fiorella
Council Effect: -1 Chief Mourner
Other Modifiers: +8 Local Support, +25 Jengen Quarry
Roll Result: 68+58 = 126 Complete
Söllhafen has been rebuilt at last into a port comparable with those of much of the rest of the Reik or the Soll. While it is certainly nothing alike some of the Reik's great cities, Nuln, Altdorf, Marienburg or even Carroburg, Söllhafen has expansive berths to allow traders to access Pfeildorf's famous markets.

The city at the heart of the wool trade for Wissenland competes with Stirland for control of the wool and cloth markets of Reikland, Marienburg and even some of the northern provinces. Auld Sollander cloth is worn at the courts of Middenheim, or it will be now that Söllhafen is ready for the long distance shipping required.

The Chief Mourner has finished his negotiations with the various factors at play within Pfeildorf, the intervention of the Grand Count in the Seat of Solland has certainly spent some of the Baron's political capital. You understand the Geschburg Toppenheimers have taken the opportunity to use the symbolism to shift the balance of power within the Sollander Independence Movement.
Söllhafen Rebuilt
-1,000 Marks, -200 Materials
+3 Relationship with Pfeildorf
-2 Relationship with other Auld Sollander notables.



The Trantine Canal Project
Target: 0/1,000
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +14 Ambassador-At-Large
Other Modifiers: +40 Trantine Support, +5 Jengen Quarry
Roll Result: 53+85 = 138 Contribution
The project is expected to take several years, which your brother-in-law sees as an additional benefit as he's hoping to use the Trantine Canal Project in the election after next as well. After all, he's all but assured of victory next year. But the project only broke ground early this Winter, and your workcrews are arriving in the Spring.

Shipments of material up the Soll to the Alimento Tunnel and then across into Tilea are one thing, but it is the wealth of experience and expertise that Nuln is truly responsible for providing. Workers, engineers, surveyors all making the journey to the homeland of their Princess for good pay and a chance to stake their own name on some stretch of the fledgling canal.

At the moment the Trantine end of the canal is being marked out and dug up in the hills where the dockside is expected to one day be built. Meanwhile your own workers will survey the full length starting with assessing the proper point to form a new confluence with the Bellagio and then charting the proper course from there. The workers will need to take up samples of rock over a length of tens of miles to find the path of least resistance for the carving.
+138 Contribution to the Trantine Canal Project
-3,000 Marks, -1,000 Materials



Develop Prowess
Target: 110
Skill: +11 Prowess, +7 Fiorella
Council Effect: 0
Other Modifiers: +10 Battle Experienced
Roll Result: (34+72+61)+28 = 195 Success
From her wicker rocking chair on a balcony of the inner courtyard, Fiorella watches you get thrown into the sand again and again. You're a fair shot, the heir to the Wissenland is raised with a gun in one hand about as soon they start walking. But the Runefang is an element of your military training that was somewhat lacking, favouring the oversight granted by command from the rear rather than the glory of command from the front.

With two Runefangs at hand there's some part of yourself, admittedly a childish part, that has you lifting a sword in either hand. You quickly realise you haven't the strength for that, nor the skill. And your ambition of dual wielding Runefangs vanishes rapidly. Instead you focus on drilling at arms with the Imperial Palace Greatswords with a practice blade built to mimic the length and weight of Bloodbringer.

Given time you'll be skilled enough to be worth the risk of taking the Runefang of Wissenland with you on campaign which does reawaken your own internal debate on what will happen with the Runefang of Solland which sits currently in a case in the vault. For now however, you must make do with trying your best not to so amuse your wife. At least the captain of your guard doesn't smirk at you everytime you're laid out groaning in the sand. Maybe he's just more used to it, you don't think Father was especially skilled with a Runefang either.
-600 Marks,
+5 Prowess



Secure the Mondidier Pass
Target: 50
Skill: +15 Martial, +1 Fiorella
Council Effect: +14 Grand Marshal
Other Modifiers: +20 Iron Company Professionalism, -50 War Beneath the Boughs, +30 Kreutzhofen, -30 The Loren Highway, +20 Prepared Position
Roll Result: 33+20=53 Success
Reports throughout the early months of the year indicate a surge in Wood Elf activity in southern Bretonnia. Especially raids on the Loren Highway. The Iron Companies have been suffering attrition as they fight skirmishes on the Highway, ambushes appearing and disappearing at a moment's notice. And the Grand Marshal has taken the warning signs and built a fortified position on the slope where the Highway rises into the Pass.

The Hammers, the Fathers, the Ironsides, all have been working to create a boundary that should shield Kreutzhofen from direct assault and give clean firing positions on anything attempting to ascend into the Mondidier. And the rest of the Iron Companies, bar your own Greatsword bodyguards, have been withdrawn up to that fort.

Just in time, according to the reports, for the attack on the position en masse was only a few days after. The Wood Elves surged out from Cavaroc up the Highway and onto the Iron Companies. The fighting was fierce, if the casualty count is any indication. The veterancy fund for crippled soldiers has drawn in a few scribes from Nuln to work out the paperwork after the battle.

But the line held, the Mondider Pass is secure. The Wood Elves have withdrawn back into Cavaroc, under the canopy of the forest. It is very difficult to identify the plans of the Wood Elves when in those shadows and the Grand Marshal warns that after the pyrrhic victory of the Mondidier it would be difficult to hold out against such an assault again. Still, the Elector's Own have returned to ranging out towards Salignac.

Records in Kreutzhofen indicate that after the battle, the trade route has returned towards normalcy and traders are flowing down the Loren Highway more freely. Even the Bretonnian end of the Highway seems in good spirits after a victory at Brionne and at Bastonne.
Casualties: 360 Garrison, 1,855 Iron Foot, 78 Ironsides, 232 Great Company, 59 Elector's Own, 1 Father of Sons
+3 Relationship with Carcassone, Quenelles and Kreutzhofen
-1,292 Marks



A new year, and the world continues to turn for now. The Bretonnians have beaten back the Wood Elves, even the forces harrassing the Empire seem to have withdrawn. The Loren Highway has been secured, the Laurelorn has retreated across the Schadensumpf and the force burning its way across southern Bretonnia has apparently vanished. The Royarch has declared a retaliatory strike launched from Paravon will descend into Tirsyth in the coming months.

The Sea Elves have concluded their tour of Kislev meanwhile. Where this Prince Seafarer means to sail to next no-one's entirely sure but the pessimists worry he'll be visiting Norsca and lumping all mankind together. On the other side of the Old World, the Waagh! Zurgad has turned into a terrible crisis. The King of Barak Varr has announced that the city will be sealing the great gates of the city proper after a battle on the outskirts of the surface defences saw a breach form in the line of fortifications that separates the Kingdom of Barak Varr from the Lands of the Border Princes.

The expectation at the moment as that those Princedoms cowering behind the outer defences will be able to reach the safety of the city before the great gates are closed, and then the Waagh will bounce off of the city and northwards as the largest Waaghs do. Cut and burn across Akendorf towards the Black Fire Pass.

At home, the sudden turn in the behaviour of the Wood Elves has caused an uneasy shift in Middenlander strategy, forces that were devoted to holding back the Wood Elves have found themselves wandering the Middenland chasing after thin air. The Beastmen attack on the province has similarly faltered and shattered into small warbands that will likely linger for years.

And Fiorella has given birth at Castle Liebwitz in the later part of the Spring. The Shallyan matrons attending to her say the pregnancy went about as expected and that Fiorella may continue to feel the effects for some time, certainly they warn you off of providing your little heir with any siblings for a year or more if you can. Little Eldred is the new Prince of Wissenland, heir to all you command and possess.

The matrons tell you that Eldred's thick black mop of hair isn't necessarily indicative of its future colour, nor the dark blue eyes. There's some part of you that would have appreciated the boy looking a little bit more like you, the hair is certainly his mother's and the shape of the jaw. But by your reckoning she's a beautiful woman, so perhaps its a blessing.



Meanwhile the Wissenland Gazette has news concerning the wider Empire.

The Empress of Marienburg has spent the year negotiating additional privileges and benefits for her trade agreements with the Bretonnians now that those trade routes are no longer under threat of being overrun by Wood Elves.
The Emperor of Sigmar's Holy Empire has withdrawn entirely to Carroburg under renewed assault by the Middenlanders as they consolidate their forces having given up the northern sieges and having had a front suddenly vanish.
The Ottillian Empress has dedicated her efforts to the rebuilding of Mordheim. The work has been struggling, apparently there are reports of banditry being rife and of explosions in the city. Some blame the Sylvanians for sabotaging the project.
The Wolf Emperor has decreed that Carroburg will be retaken before the end of 2009, though without Sylvanian reinforcements the city may withstand the Middenlanders for some time.



Intelligence Report:
The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- A dossier has hit your desk, detailed reports on a Slaaneshi Cult that has formed in Nuln as a new daughter Cult to the one in Wurtbad. The dossier includes the Master of the Tower's plan to eliminate the Cult, if nothing affects things he's planning to use Hexennacht to trigger the assault.


You have 10 Action Dice. You must apply at least one Action Die to the Province. 1 Action Die is locked into Secure the Pass until you choose to Return to Nuln or the current campaign finishes.

Develop Diplomacy
You're not terrible at diplomacy but you're also not a particular expert. Take some lessons to advance your Diplomacy skill.
Cost: 200 Marks per Die
Must Beat: 100

Engage with a Noble, Notable or Cult (Write-In which Person of Power)
The Wissenland is made of varied Estates, Cults and the City, improving the relationship between yourself and one of your People of Power can improve their investment in the Province. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussin you want with the person)
Cost: 200 Marks per Die
Must Beat: 50

Engage with an Elector (Write-In which Elector)
The Empire is made up of several provinces and improving the relationship between yourself and their Elector can create inter-province agreements and support. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussion you want with the Elector)
Cost: 1,000 Marks per Die
Must Beat: 150

Engage with a Neighbour (Write-In which Neighbour)
The Old World is made up of several nations and improving the relationship between the Wissenland and one of her neighbours can create international agreements and support. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussion you want with the Neighbour)
Cost: 1,000 Marks per Die
Must Beat: 100

Family Matters
You've a family now, and certain dynastic obligations. Engage with the entirety of your family, likely at the retreat of Castle Liebwitz, make light, make fun and enjoy yourselves. Electors have a need to relax, as does your family.
Cost: 200 Marks per Die
Must Beat: 25
Develop Martial
You're noteworthy for being a skilled leader of men and for your military mind. But there's always more progress that could be made.
Cost: 200 Marks per Die
Must Beat: 300

Expand an Iron Company (Select an Iron Company)
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size.
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 0/300

Expand the Hammers of Nuln
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size.
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 225/300

Expand the Garrison
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 177/300

Expand the Iron Foot
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 127/300

Expand the Elector's Own
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 121/300

Fortify the Border (Select a Settlement)
Invest effort in the improvement of the fortifications around a border settlement of the Wissenland.
Cost: 2,000 Marks and 400 Materials per Die
Required Effort: See List of Options
The City of Nuln - 0/2,500
Grissenwald Town - 0/1000
Kreutzhofen Town - 0/1000
Nehren Town - 0/1000
Sonnefurt Fort - 0/1000
Kroppenleben Village - 0/1000
Heisenburg Village - 0/500
Jengen Village - 0/500

Call up Free Company (Select a Free Company)
Send out the word that you're commanding a Free Company to come into order and assemble.
Cost: 200 Marks per Die
Must Beat: 50

Improve Free Company (Select a Free Company)
Issue equipment to volunteers, send out sergeants and spread the word that all men should join their Reserve.
Cost: 1,000 Marks and 100 Materials per Die.
Required Effort: 0/200

Return to Nuln
End the Mondidier Pass Campaign and return the Iron Companies to Nuln.
Cost: 0
Required Effort: 50

Secure the Mondidier Pass
Trade has slowed to a halt in the Mondidier Pass as the Loren Highway has become a deadly crossing raided at leisure by Wood Elves on a warpath. You have agreed to deploy Iron Companies to solve the problem. (Write-In whether to join personally)
Cost: 0
Required Effort: 50

Restore the Ranks (Select an Iron Company)
Restore an Iron Company to its full size.
Cost: See List of Options
Required Effort: See List of Options
The Iron Foot of the Wissenland
Cost: 1,855 Marks, 18,550 Materials, 18,550 Food
Required Effort: 0/186
The Garrison
Cost: 3,600 Marks, 360 Materials, 3,600 Food
Required Effort: 0/360
The Nuln Ironsides
Cost: 780 Marks, 1,560 Materials, 780 Food
Required Effort: 0/780
The Great Company of Iron
Cost: 2,320 Marks, 232 Materials, 2,320 Food
Required Effort: 0/232
The Elector's Own Lances
Cost: 590 Marks, 590 Materials, 5,900 Food
Required Effort: 0/590
The Fathers of Suns
Cost: 1,000 Marks, 1,000 Materials, 100 Food
Required Effort: 0/100
Develop Stewardship
You're below average at this whole Stewardship thing, perhaps numbers aren't quite your field. Perhaps you need to work on your skill.
Cost: 200 Marks per Die
Must Beat: 110

Prospect the Mountains (Select a Settlement)
Send out Prospectors into the Province around one of the Mountain-side settlements.
Cost: 400 Marks per Die
Must Beat See List of Options
Tierhugel - 200
Scharmbeck - 100
Dotternbach - 100
Halgerbach - 100
Owingen - 25
Heisenberg - 25
Nehren - 25
Weilerberg - 25
Kreutzhofen - 25
Rohrhausen - 25
Oshausen - 25
Kroppenleben - 25
Ummenbach - 25
Jengen - 25

Expand Mines (Select a Settlement)
Invest in the existing mines to dig deeper and more greedily around already known veins.
Cost: 1,000 Marks and 200 Materials per Die
Effort Required: See List of Options
Tierhugel - 0/400
Dotternbach - 0/200
Halgerbach - 0/200
Scharmbeck - 0/200
Jengen Quarry - 0/100

Expand Farms (Select a Settlement)
Invest in the fertile land of the Rivers of the Wissenland to expand the farms of the estates.
Cost: 1,000 Marks and 200 Materials per Die.
Effort Required: See List of Options
Geschburg - 0/200
Meissen - 0/150
Steingart - 0/150
Althausen - 0/150
Eigenhof - 0/150
Wusterburg - 0/150
Rotenbach - 0/150
Durbheim - 0/150
Wittenhausen - 0/150
Auggen - 0/100
Erbshauen - 0/100
Hausern - 0/100
Hornfurt - 0/100
Hinkend - 0/100
Pahl - 0/100
Salmfahre - 0/100
Waldbach - 0/100
Wissenburg - 0/100
Wurmgrube - 0/100
Moasach - 0/50

Riverine Docks (Select a Settlement)
Invest in the dockyards of a river-side settlement to improve trade through it.
Cost: 1,000 Marks and 200 Materials per Die.
Effort Required: See List of Options
City of Nuln - 0/300
Kreutzhofen - 0/250
Jengen - 0/150
Meissen - 0/150
Pfeildorf - 0/150
Wusterburg - 0/150
Wissenburg - 0/150
Geschburg - 0/150
Sonnefurt - 0/150
Steingart - 0/150
Ballenhof - 0/100
Bedernau - 0/100
Mauchen - 0/100
Sexau - 0/100
Staig - 0/100
Osterzell - 0/100
Rohrhof - 0/100

Invest in City Institutions (Select an Institution)
Dedicate your efforts to expanding and improving the facilities of a City Institution.
Cost: 1,600 Marks and 300 Materials per Die
Effort Required: See List of Options
The Industrielplatz - 0/600
Imperial Gunnery School - 0/400
The Bank of Nuln - 0/250
College of Engineering - 0/250

Support the Trantine Canal Project
Send resources and work crews into Trantio to build the canal from the Trantine Hills to the River Bellagio.
Cost: 3,000 Marks, 1,000 Materials per Die
Effort Required: 211/1,000
Develop Intrigue
You're alright at Intrigue, plots come together, and intelligence efforts are effective enough. But you could certainly improve.
Cost: 200 Marks per Die
Must Beat: 140

Investigate Threat (Select a Threat)
Your expanding network of informants and counter-agents means nowhere in Wissenland is a safe space for hostile forces.
Cost: 100 Marks per Die
Must Beat: See List of Options
Ranaldian Insurrectionists - 250
Secessionists - 100
Sollander Independence Movement - 50

Assault Threat (Select a Threat and Aim)
Your counter-agents are capable of seizing or killing hostile targets throughout Wissenland, though sometimes the Black Guard must ride down the enemy.
Cost: 400 Marks and 40 Materials per Die
Must Beat: See List of Options
Ranaldian Insurrectionists - Arrest 300 - Kill 300
Secessionists - Arrest 100 - Kill 200
Sollander Independence Movement - Requires military expedition.

Establish Agents (Select any faction you can perform diplomacy with)
Train and deploy intelligence staff capable of spying, stealing, kidnapping and killing on your orders with discretion and subtlety.
Cost: 1,000 Marks and 200 Food per Die
Must Beat: 100

Establish Counteragents (Select a Region)
Train and deploy intelligence staff capable of detecting, arresting or killing agents within the Regions of the Wissenland. (Nuln, Wissenland, Sudenland)
Cost: 1,000 Marks and 200 Food per Die
Must Beat: 60
Develop Learning
You're known to be a learned man, a natural consequence of your Cult and the city of your birth. But a learned man knows firstmost, there is always more to learn.
Cost: 200 Marks per Die
Must Beat: 200

Develop the Flintlock
The Imperial Gunnery School believes that the rifles produced in Nuln could be made more resistant to wet environments and faster firing by adjusting the mechanism that lights the blackpowder.
Cost: 1,400 Marks and 100 Materials per Die
Must Beat: 200

Develop the Shot Package
The Imperial Gunnery School believes that while the Great Cannon fires huge cannon balls quite well there's an argument to be made, they could fire more than one at once if only they could work out how to pack it.
Cost: 2,000 Marks and 200 Materials per Die
Must Beat: 300

Develop the Magnetic Compass
While there are some simple compasses that use water or lodestone the College of Engineering has come to you looking for support for an idea of a Magnetic Compass. A device that uses refined lodestones to always show North. Useful for navigation you suppose.
Cost: 600 Marks and 20 Materials per Die
Must Beat: 100

Develop the Gypsum Fertiliser
The new fertiliser laboratories should be invested in to ensure their research can be used for the good of the Province. Some of the College's engineers believe that gypsum can be refined into a fertiliser for the fields.
Cost: 1,000 Marks, 200 Food and 20 Materials per Die
Must Beat: 150

Invest in the Schools
Expand and improve the facilities of the institutions of learning that Nuln boasts.
Cost: 1,600 Marks and 300 Materials per Die
Effort Required: See List of Options
The Grand University - 0/300
The Imperial Gunnery School - 0/300
The Universität - 0/100
The College of Engineering - 0/150
Develop Prowess
For all the effort you've put in, you're not perhaps as dangerous as you'd like to be.
Cost: 200 Marks per Die
Must Beat: 160
 
Not a bad turn, all rolls succeeded!

Even got a crit on The Garrison, imo I'd go for [ ] Quality over Quantity only because they already have a trait and this would be a 2nd one.

Hope our wife understands the need to prepare for war, because we have Orks and Sylvania to take care of not to even mention if the Reiklanders or Middenland wants to attack us(tho opening another front to fight their war on seems unlikely to me)

I'd like to get rid of that Chaos cult asap and keep training more troops.
Would have loved it if we had enough time to crash into the Orks rear as they attack Barack Var.

edit:

Would it be safe now to recall the troops at the pass I wonder?
 
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Plan Domestic Development
[X]Invest in the Schools(The Universität)
[X]Develop the Magnetic Compass
[X]Investigate Threat(Ranaldian Insurrectionists)
[X]Support the Trantine Canal Project
[X]Family Matter

If anyone could add to this, that would be very helpful.
 
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Interesting set of rolls, probably need to do some replacing of the worst losses while also making progress on expanding our armed forces and the economic structure to support it. We do need to keep an eye on our marks expenditure though as our treasury is shrinking. Materials is also a concern.
 
Grand County of Wissenburg (Electoral Estate) (Our Title)
Wissenburg: Farms 100 (1 Stage, 50 finished), Docks 150
Maselhof: Docks N/A (1 Stage, 50 finished)
Rohrhausen: Prospect 25
Dotternbach: Prospect 100, Expand Mine 200
Halgerbach: Prospect 100, Expand Mine 200
Durbheim: Farms 150, Docks N/A (1 Stage, 50 finished)
Hinkend: Farms 100 (1 Stage, 50 finished)
Wurmgrube: Farms 100 (1 Stage, 50 finished)
Taxes 1,350, Tariffs 575, Food 12,878 Produced, 3,000 Consumed, Material 1,400 Produced, 200 Consumed

Duchy of Meissen (Our Title)
Meissen: Farms 150, Docks 150 (1 Stage, 100 finished)
Owingen: Prospect 25
Heisenburg: Fortify 500, Prospect 25
Auggen: Farms 100
Taxes 950, Tariffs 800, Food 11,161 Produced, 3,000 Consumed, Material 400 Produced, 200 Consumed

City of Nuln (Our Title)
Nuln: Fortify 2,500, Docks 300
Taxes 4,300, Tariffs 2,450, Food 0 Produced, 40,000 Consumed, Material 3,600 Produced, 700 Consumed

Barony of Geschburg (+81)
Geschburg: Farms 200, Docks 150
Wittenhausen: Farms 150 (1 Stage, 50 finished)
Althausen: Farms 150
Rohrhof: Docks 100 (1 Stage, 50 finished)
Taxes 724, Tariffs 462, Food 10,090 Produced, 1,000 Consumed, Material 362 Produced, 100 Consumed

County of Grissenwald (+73)
Grissenwald: Fortify 1000
Taxes 260, Tariffs 346, Food 0 Produced, 2,000 Consumed, Material 346 Produced, 100 Consumed

County of Kreutzhofen (+1)
Kruetzhofen: Fortify 1000, Prospect 25, Docks 250 (1 Stage, 200 finished)
Serrig: Repair Finished
Weilerberg: Prospect 25
Taxes 354, Tariffs 505, Food 1,289 Produced, 2,000 Consumed, Material 0 Produced, 100 Consumed

Barony Of Kroppenleben (+82)
Kroppenleben: Fortify 1000 (1 Stage, 500 finished), Prospect 25
Eppiswald: Docks N/A (1 Stage, 50 finished)
Bedernau: Docks 100
Hornfurt: Farms 100 (1 Stage, 50 finished)
Taxes 364, Tariffs 410, Food 781 Produced, 1,000 Consumed, Material 182 Produced, 100 Consumed

Barony of Pfeildorf (+45)
Pfeildorf: Docks 150 (1 Stage, 100 finished)
Hausern: Farms 100
Mauchen: Docks 100 (1 Stage, 50 finished)
Sexau: Docks 100 (1 Stage, 50 finished)
Staig: Docks 100 (1 Stage, 50 finished)
Taxes 870, Tariffs 725, Food 6,821 Produced, 3,500 Consumed, Material 290 Produced, 200 Consumed

Barony of Scharmbeck (-91)
Scharmbeck: Prospect 100, Expand Mine 200
Tierhugel: Prospect 200, Expand Mine 400
Taxes 33, Tariffs 22, Food 62 Produced, 3,000 Consumed, Material 162 Produced, 0 Consumed

Barony of Sonnefurt (+80)
Sonnefurt: Fortify 1000 (1 Stage, 500 finished), Docks 150 (1 Stage, 50 finished)
Oshausen: Prospect 25
Taxes 180, Tariffs 405, Food 1,544 Produced, 1,100 Consumed, Material 180 Produced, 0 Consumed

Barony of Steingart (+58) (Heart of Solland Secession)
Steingart: Farms 150, Docks 150 (1 Stage, 50 finished)
Moasach: Farms 50
Waldbach: Farms 100 (1 Stage, 50 finished)
Erbshauen: Farms 100 (1 Stage, 50 finished)
Pahl: Farms 100 (1 Stage, 50 finished)
Ummenbach: Prospect 25
Taxes 237, Tariffs 40, Food 14,730 Produced, 0 Consumed 0, Material 0 Produced, 0 Consumed

Barony of Wusterburg (+91)
Wusterburg: Farms 150, Docks 150
Nehren: Fortify 1000, Prospect 25
Salmfahre: Farms 100 (1 Stage, 50 Finished)
Eigenhof: Farms 150
Rotenbach: Farms 150
Taxes 764, Tariffs 287, Food 13,522 Produced, 1,000 Consumed, Material 191 Produced, 100 Consumed

Bugman's Brewery (+100)
Taxes 200, Tariffs 800, Food 1,717 Produced, 4,000 Consumed, Material 400 Produced, 100 Consumed

Minor Sudenland Estates
Ellwangen: Docks N/A (1 Stage, 50 finished)
Ballenhof: Docks 100 (1 Stage, 50 finished)
Osterzell: Docks 100 (1 Stage, 50 finished)
Jengen: Fortify 500 (1 Stage, 250 Finished), Prospect 25, Docks 150 (1 Stage, 100 finished)
Taxes 200, Tariffs 650, Food 2,147 Produced, 1,000 Consumed, Material 500 Produced, 0 Consumed

Money: +11475 Food: +9737 Materials: +4669

Diplo Contacts
Turn 2- Baroness von Heisenberg of Sonnefurt, positive (we funded the improved fortification efforts here which recently finished)
Turn 2b- Imperial Gunnery School (crit failure- caused the stolen cannons by Sylvanians, in the end we did get the smuggling ring and spy ring)
Turn 3b- Iron Tower of Witchhunters, positive (gave us the option to let them hunt again which we did)
Turn 6- Baron Vincentus Preiss of Scharmbeck, negative (wanted autonomy and we said no, sits at -95)
Turn 8- Baron Toppenheimer of Pfeildorf, positive (we got along with him and learned some things, family seems to like us)
Turn 11- Elector of Ostermark (Warning them of Sylvanian cannons)
Turn 13- Princess Fiorella (Engagement to her)
Turn 14- Countess Pfeifraucher of Kreutzhofen (talked at wedding, opened up Monditor campaign)
Turn 15- Elector of Ostland (talked at his daughters wedding, sold cannons at a discounted price)
 
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[ ] Quality over Quantity

[] Plan: For discussion only
Martial
-[X] Expand an Iron Company (Hammers of Nuln) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Garrison) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Great Company of Iron) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Elector's Own Lances) 1 dice 2000 Marks 500 Food 400 Mats

That leaves 6 actions iirc, 5 if we choose [] Return to Nuln for our troops.
 
] Plan
Diplomacy (1 die 200 Marks)
-[] Family Matters 1 die
Martial (5 dice 8780 Marks 2780 Food 3160 Mats)
-[] Expand the Hammers of Nuln 1 die
-[] Expand the Garrison 1 die
-[] Expand the Iron Foot 1 die
-[] Expand the Elector's Own 1 die
-[] Restore the Ranks (The Nuln Ironsides) 1 die
Stewardship (4 dice 4400 Marks, 1200 Mats )
-[] Develop Stewardship 2 dice
-[] Riverine Docks (Wusterburg) 1 die
-[] Support the Trantine Canal Project 1 die
Total: 13380 Marks 2780 Food 4360 Mats

Marks 11475- 13380 = -1905
Food 9737- 2780 = 6957
Mats 4669-4360 = 309

4 dice on continuing the expansion and 1 die on the canal. 1 die on a province project (docks for more marks the area we tend to be negative the most) 1 die on restore the ranks for the section that needs the most progress, 1 die on family matters to make sure we spend time with our wife and newborn son and lastly 2 dice on improving our stewardship score to make future stewardship projects easier to do (that and diplo are now our lowest stats and so the easiest to develop)

Thoughts?

One thing to consider is if we want to pull our forces back from the campaign or keep them there.


[ ] Quality over Quantity
 
Not in the options list, also:
The dossier includes the Master of the Tower's plan to eliminate the Cult, if nothing affects things he's planning to use Hexennacht to trigger the assault.

So the cult is being taken care of by the Tower (which is able to be active thanks to a past action we took)
Oh, that's nice.
Passive defense against Chaos Cults without spending action.
 
@Warkeymon Do we still need to secure Mondidier or is that finished?

You currently have no way of knowing what the Wood Elves intend to do. Most of the world is handling it with a wait and see, the Bretonnians are going with the 'give it a poke' plan. The Grand Marshal will stick to patrolling the Loren Highway until told to come home or until he's pretty sure the Wood Elves are back to their usual 'we don't care about the rest of the world' stance.
 
You currently have no way of knowing what the Wood Elves intend to do. Most of the world is handling it with a wait and see, the Bretonnians are going with the 'give it a poke' plan. The Grand Marshal will stick to patrolling the Loren Highway until told to come home or until he's pretty sure the Wood Elves are back to their usual 'we don't care about the rest of the world' stance.
Cool, 1 more question, In the Garrison option, how many men are in a Regiment?
 
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